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	<title>WoW Cataclysm &#187; Druid</title>
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	<description>World of Warcraft Cataclysm information and news source</description>
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		<title>Druid Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/druid-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/druid-cataclysm-preview#comments</comments>
		<pubDate>Mon, 12 Apr 2010 15:02:57 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Druid]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[preview]]></category>
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		<description><![CDATA[Blizz finally announced the preview to the upcoming changes to druids for cataclysm. As always  information may change during the beta/release the blue post below&#8230;
In World of Warcraft: Cataclysm we’ll be making several changes to class  talents and abilities. Here you will get a glimpse into some of the  changes we have in [...]]]></description>
			<content:encoded><![CDATA[<p>Blizz finally announced the preview to the upcoming changes to druids for cataclysm. As always  information may change during the beta/release the blue post below&#8230;</p>
<p>In World of Warcraft: Cataclysm we’ll be making several changes to class  talents and abilities. Here you will get a glimpse into some of the  changes we have in store for the druid. The information you’re about to  read is certainly not complete, and is only meant to act as a preview of  some of the exciting new things to come. Let’s kick things off by  checking out some of the new druid spells and abilities!</p>
<p><strong>New  Druid Abilities</strong></p>
<p><strong>Thrash (Level 81): </strong>Thrash deals damage  and causes all targets within 10 yards to bleed every 2 seconds for 6  seconds. The intent here is to give bears another button to hit while  tanking. Talents will affect the bleed, such as causing Swipe to deal  more damage to bleeding targets. 5-second cooldown. 25 Rage.</p>
<p><strong>Stampeding  Roar (Level 83): </strong>The druid roars, increasing the movement of all  allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used  in cat or bear form, but bears might have a talent to drop the  cooldown. The goal of this ability is to give both bears and cats a  little more situational group utility. 3-minute cooldown. No cost.</p>
<p><strong>Wild  Mushroom (Level 85):</strong> Grows a magical mushroom at the target  location. After 4 seconds the mushroom becomes invisible. Enemies who  cross the mushroom detonate it, causing it to deal area-of-effect  damage, though its damage component will remain very effective against  single targets. The druid can also choose to detonate the mushroom ahead  of time. This is primarily a tool for the Balance druid, and there will  be talents that play off of it. No cooldown. 40-yard range. Instant  cast.</p>
<p><strong>Changes to Abilities and Mechanics</strong></p>
<p>In  addition to the new abilities listed above, we intend to make changes to  some of the other abilities and mechanics with which you’re already  familiar. This list and the summary of talent changes below it are by no  means comprehensive, but they should give you a good sense of our goals  for each spec.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>All  heal-over-time spells (HoTs) will benefit from crit and haste innately  in Cataclysm. Hasted HoTs do not reduce their duration, but instead add  additional HoT ticks. Haste will also benefit Energy generation while in  cat form.</li>
<li>Unlike the other healers, Restoration druids will not  be receiving any new spells. They have plenty to work with already, and  our challenge instead is to make sure all of them have a well-defined  niche. A druid should be able to tank-heal with stacks of Lifebloom,  spot-heal a group with Nourish and Regrowth, and top off lightly wounded  targets with Rejuvenation.</li>
<li>We want to add tools to cat form and  depth to bear form. If a Feral cat is going to fill a very similar  niche to that of a rogue, warrior or Enhancement shaman, it needs a few  more tools &#8212; primarily a reliable interrupt. Bears need to be pushing a  few more buttons just so the contrast between tanking and  damage-dealing is not so steep.</li>
<li>Barkskin will be innately  undispellable.</li>
<li>We will be buffing the damage of Mangle (cat)  significantly so that when cat druids cannot Shred, they are not at such  a damage-dealing loss.</li>
<li>Druids will lose Abolish Poison with the  dispel mechanics change, but Restoration druids will gain Dispel Magic  (on friendly targets) as a talent. All druids can still remove poisons  with Cure Poison and remove curses with Remove Curse.</li>
</ul>
<p><strong>New  Talents and Talent Changes</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Tree of Life is changing from a passive talent  to a cooldown-based talent, similar to Metamorphosis. Mechanically, it  feels unfair for a druid to have to give up so much offense and utility  in order to be just as good at healing as the other classes who are not  asked to make that trade. We are exploring the exact benefit the druid  gets from Tree of Life. It could strictly be better healing, or it could  be that each heal behaves slightly different. You also will not be able  to be banished in Tree of Life form (this will probably be true of  Metamorphosis as well). Additionally, we would like to update the Tree  of Life model so that it feels more exciting when you do decide to go  into that form. Our feeling is that druids rarely actually get to show  off their armor, so it would be nice to have at least one spec that  looked like a night elf or tauren (and soon troll or worgen) for most of  the time.</li>
<li>We want to make the Feral cat damage rotation  slightly more forgiving. We do not want to remove what druids like about  their gameplay, but we do want to make it less punishing to miss, say, a  Savage Roar or Rake. The changes here will be on par with increasing  the duration of Mangle like we did for patch 3.3.3.</li>
<li>Balance  druids will have a new talent ability called Nature’s Torrent, which  strikes for either Nature or Arcane damage depending on which will do  the most damage (or possibly both), and moves the Eclipse meter more  (details below). The improved version of Nature’s Torrent also reduces  the target&#8217;s movement speed. 10-second cooldown.</li>
<li>Restoration  druids will have a new talent called Efflorescence, which causes a bed  of healing flora to sprout beneath targets that are critically healed by  Regrowth.</li>
<li>We plan on giving Feral cats and bears a Kick/Pummel  equivalent &#8212; an interrupt that is off the global cooldown and does no  damage. We feel like they need this utility to be able to fill the melee  role in a dungeon or raid group, and to give them more PvP utility.</li>
<li>We  want to make sure Feral and Balance druids feel like good options for  an Arena team. They need the tools to where you might consider a Feral  druid over an Arms warrior, or a Balance druid over a mage or warlock.  Remember that the PvP landscape will probably look pretty different for  Cataclysm with a focus on rated, competitive Battlegrounds.</li>
</ul>
<p><strong>Mastery  Passive Talent Tree Bonuses</strong></p>
<p><strong>Balance</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Spell Damage</li>
<li>Spell  Haste</li>
<li>Eclipse</li>
</ul>
<p><strong>Eclipse:</strong> We are moving  Eclipse from a talent into a core mechanic of the class and making it  less random. Balance druids will have a new UI element that shows a sun  and a moon. Whenever they cast an Arcane spell, it will move the UI  closer to the sun, and buff their Nature damage. Whenever they cast a  Nature spell, it will move the UI closer to the moon, and buff their  Arcane damage. The gameplay intention is to alternate Arcane and Nature  spells (largely Starfire and Wrath) to maintain the balance.</p>
<p><strong>Feral  (Cat)</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee  Damage</li>
<li>Melee Critical Damage</li>
<li>Bleed Damage</li>
</ul>
<p><strong>Feral  (Bear)</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Damage  Reduction</li>
<li>Vengeance</li>
<li>Savage Defense</li>
</ul>
<p><strong>Bleed  Damage and Savage Defense:</strong> Feral druids will receive two sets of  passive bonuses depending on whether the druid is in cat or bear form.  Bleed Damage will be improved for cats. Savage Defense is the current  bear mechanic for converting crits into damage absorption and will be  improved for bears.</p>
<p><strong>Vengeance:</strong> This is a mechanic to  ensure that tank damage (and therefore threat) doesn’t fall behind as  damage-dealing classes improve their gear during the course of the  expansion. All tanking specs will have Vengeance as their second talent  tree passive bonus. Whenever a tank gets hit, Vengeance will give them a  stacking attack power buff equal to 5% of the damage done, up to a  maximum of 10% of the character’s unbuffed health. For boss encounters  we expect that tanks will always have the attack power bonus equal to  10% of their health. The 5% and 10% bonuses assume 51 talent points have  been put into the Feral tree and the druid is in bear form &#8212; these  values will be smaller at lower levels. Remember, you only get this  bonus if you have spent the most talent points in the Feral tree and are  in bear form, so you won’t see Balance, Restoration, or Feral druids in  cat form running around with it. Vengeance will let us continue to make  tank gear more or less the way we do today &#8212; there will be some  damage-dealing stats, but mostly survival-oriented stats. Druids  typically have more damage-dealing stats even on their tanking gear, so  the Vengeance benefit may be smaller, but overall the goal is that all  four tanks do about the same damage when tanking.</p>
<p><strong>Restoration</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Healing</li>
<li>Meditation</li>
<li>HoT  Scale Healing</li>
</ul>
<p><strong>HoT Scale Healing:</strong> HoTs will do  increased healing on more wounded targets. The mechanic is similar to  that of the Restoration shaman, but with HoTs instead of direct heals.  In Cataclysm, we anticipate druids using a greater variety of their  spells so there is a distinction between healing and HoT healing.</p>
<p>We  hope you enjoyed this preview, and ask that you provide your initial  thoughts and feedback on what was presented here. Please keep in mind,  what you’ve just reviewed is a work in progress and as we move closer to  the Cataclysm beta, you’ll see these changes as well as others continue  to develop in response to testing and feedback.</p>
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		<title>Cataclysm Stat &amp; System Changes</title>
		<link>http://www.wow-cataclysm.info/cataclysm-stat-system-changes</link>
		<comments>http://www.wow-cataclysm.info/cataclysm-stat-system-changes#comments</comments>
		<pubDate>Fri, 26 Mar 2010 01:42:34 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Death Knight]]></category>
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		<category><![CDATA[Stats and System Changes]]></category>
		<category><![CDATA[System and Stats]]></category>
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		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=216</guid>
		<description><![CDATA[Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.
As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.</p>
<p><span style="color: #003366">As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  about major changes to familiar character stats such as Intellect, Armor  Penetration, Defense, and others, ultimately designed to make the  effects of stats more easily understandable and make gear choices more  interesting. As these changes will have a significant impact on how  stats work and relate to one another, today we wanted to offer you a  closer look at exactly what’s in store and explain some of the rationale  before Cataclysm arrives.</span></p>
<p>The most obvious question these changes raise is &#8220;Why are stats  being changed, and why now?&#8221; As the game has matured, we&#8217;ve run into  increasingly complex issues with the current stat system. Many stats are  inherently confusing, and the way they interrelate can feel convoluted.  Attack Power, for example, currently translates to damage, but so does  Armor Penetration. Defense provides five different statistical benefits  of varying utility. Mana regeneration involves understanding multiple  stats and rules and often ends up being irrelevant anyway. In addition,  the difference between a &#8220;good stat&#8221; for a class and a &#8220;bad stat&#8221; can be  extreme. Some casters want Haste but not Crit; hunters want Armor  Penetration but not Haste. There are other overarching issues, as well,  such as Intellect not being very exciting for casters despite it being a  core stat &#8212; and these are just a few examples.</p>
<p>Our ultimate goal is make gear a more interesting (and less  confusing) choice by making each stat valuable to more players. While  the reasoning behind some of the following changes may be clear, we  understand that you may have questions about some of the less obvious  alterations, and we&#8217;ll do our best to answer any questions you may have  here on the forums.</p>
<p><span style="text-decoration: underline"><strong>What You’ll See on Gear</strong></span></p>
<p><strong>Stamina</strong> &#8211; Because of the way we will be assigning Strength,  Agility, and Intellect, non-plate wearers will end up with more Stamina  than before. Health pools will be much closer between plate-wearers and  other classes.</p>
<p><strong>Spirit</strong> &#8211; Come Cataclysm, this stat should only be found on  healing gear. Non-healing casters will have other systems in place to  regenerate mana, and we are designing special solutions for Elemental  shaman and Balance druids who often share gear with healers (more on  this below). Raid buffs that currently boost Spirit (such as Blessing of  Kings) will only boost the primary stats of Stamina, Strength, Agility,  and Intellect. We are also likely changing the five-second rule and  other quirks of the current regen system.</p>
<p><strong>Intellect</strong> &#8211; Intellect will now grant Spell Power (more on  this below). Intellect will also provide less mana than it currently  does.</p>
<p><strong>Haste</strong> &#8211; Haste will become more attractive for melee classes  by allowing them to recover resources such as energy and runes more  quickly. Our intention is for Haste to let you &#8220;do stuff&#8221; more often.</p>
<p><strong>Block Rating</strong> &#8211; Block is being redesigned to scale better.  Blocked attacks will simply hit for 30% less damage. Block rating will  improve your chance to block, though overall block chances will be lower  than they are today.</p>
<p><strong>Parry</strong> &#8211; Parry no longer provides 100% avoidance and no longer  speeds up attacks. Instead, when you parry an attack, it and the next  attack will each hit for 50% damage (assuming they hit at all). In other  words, Dodge is a chance to avoid 100% of the damage from one attack,  Parry is a chance to avoid 50% of the damage from two attacks, and Block  is a chance to avoid 30% of the damage from one attack.</p>
<p><strong>Mastery</strong> &#8211; This is a new stat that will allow players to  become better at whatever makes their chosen talent tree cool or unique.  It&#8217;s directly tied to talents, so what you gain from improving this  stat is entirely dependent upon your class and the talent specialization  you choose. We’ll talk more about specific Mastery benefits in the  future.</p>
<p><strong>Armor</strong> &#8211; The way Armor mitigates damage is not changing, but  the Armor stat has been rebalanced to mirror changes to the armor curve  in Cataclysm. As a result, bonus Armor will go down slightly overall. We  are also changing the mitigation difference among armor types so that  plate doesn’t offer so much more protection than mail, leather, and  cloth.</p>
<p><strong>Resilience</strong> &#8211; This will only affect damage done by players and  critical damage done by players. It will not impact crit chance, mana  drains, or other such effects.</p>
<p><strong>Strength, Agility, Hit Rating, Expertise, and Critical Strike  Rating</strong> &#8211; These will all still appear on gear as well. Aside from  situations mentioned elsewhere in this list, in general these will  function similarly to how they do now, though the details &#8212; such as how  much Hit Rating you might need to effectively combat high-level  creatures (more on this below) &#8212; are likely to change.</p>
<p><span style="text-decoration: underline"><strong>Being Removed from Items</strong></span></p>
<p><strong>Attack Power</strong> &#8211; This stat will no longer be present on most  items as a flat value, though it will still show up on some process.  Strength and Agility, which will be present on items, will grant the  appropriate amount of Attack Power (generally 2 Attack Power per point  of Strength or Agility) depending upon which stat a particular class  favors. Agility may provide less Crit than it currently does.</p>
<p><strong>Spell Power</strong> &#8211; Spell Power is another stat that you&#8217;ll no  longer see present on most items. Instead, as mentioned above, Intellect  will grant Spell Power. One exception is that caster weapons will still  have Spell Power. This allows us to make weapons proportionately more  powerful for casters in the same way they are for melee classes.</p>
<p><strong>Armor Penetration</strong> &#8211; This stat will no longer be present on  items. Armor Penetration will still exist in talents and abilities.</p>
<p><strong>Shield Block Value </strong>- This stat will no longer be present on  items, since the amount blocked is always proportional to the amount of  damage done. Talents and other effects might still modify the  damage-reduction percentage from 30%, however.</p>
<p><span style="text-decoration: underline"><strong>Going Away Completely</strong></span></p>
<p><strong>MP5</strong> &#8211; This stat will be removed from the game completely.  Holy paladins and Restoration shaman will be redesigned to benefit from  Spirit.</p>
<p><strong>Defense</strong> &#8211; Defense is being removed from the game entirely.  Tanking classes should expect to become uncrittable versus creatures  just by shifting into Defensive Stance, Frost Presence, Bear Form, or by  using Righteous Fury.</p>
<p><strong>Spell Ranks</strong> &#8211; Spell ranks will cease to exist. All spells  will have one rank and will scale appropriately with level. The levels  at which you can learn certain spells are being changed in order to fill  in some of the gaps, and we will be introducing some new spells to  learn along the way as well.</p>
<p><strong>Weapon Skill</strong> &#8211; This stat will be removed from the game  completely. Classes will start with all the weapon skills they need to  know and will not need to improve them.</p>
<p><span style="text-decoration: underline"><strong>What Else You Should Know</strong></span></p>
<p><strong>Combat ratings</strong> &#8211; All ratings will be much harder to &#8220;cap out&#8221;  at maximum gear levels. Ratings will be steeper in Cataclysm, and  creatures in later tiers of content will be harder to hit or crit,  similar to how level-83 mobs are harder to hit or crit than level-80  mobs.</p>
<p><strong>Reforging</strong> &#8211; While these changes will go a long way to making a  wider variety of stats more attractive, we understand that sometimes  you simply don’t want more Hit Rating on your gear or you’d rather have  more Haste than more Crit. In Cataclysm, we are going to give players a  way to replace stats on gear as part of the existing profession system.  As a general rule of thumb, you’ll be able to convert one stat to 50% of  another stat. While some conversions (like converting Stamina to  Strength) won’t be permitted, the goal is to let you customize your gear  more.</p>
<p><strong>Gems</strong> &#8211; We are changing the gem colors of a few stats as a  result of these adjustments. For example, Hit is likely to be blue  instead of yellow. We&#8217;ll have more details on this in the future.</p>
<div>
<div>
<div>
<div><span style="color: #003366"><span style="text-decoration: underline"><strong>Changes to Existing Gear</strong></span></span> <span style="color: #003366"></p>
<p>As with previous expansions, we plan to roll out these changes and  modify all existing gear shortly before Cataclysm launches, though it’s  still too early to say exactly when. For the most part, the gear you  have will still be good for you, though there will be exceptions, such  as warriors using leather and mail armor.</p>
<p></span> <span style="color: #003366"></p>
<p>If you are a tank (druids excepted), expect to see:</p>
<p></span> <span style="color: #003366"></p>
<p></span></p>
<ul>
<li><span style="color: #003366">No more Defense on gear. Existing Defense becomes Dodge,  Parry, or Block Rating. </span></li>
<li><span style="color: #003366">No more Block Value on gear. Existing Block Value becomes  Block Rating. </span></li>
<li><span style="color: #003366">You’ll have as much Stamina as you’re used to, though you  may notice your tanking plate has a bit less Stamina than a comparable  piece of DPS plate, since we tend to take the gem budget out of your  most attractive stat. </span></li>
<li><span style="color: #003366">Bonus Armor on gear will go down slightly.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a melee DPS class, druid tank, or hunter, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. Bear-form Stamina scaling will be  lowered as a result. </span></li>
<li><span style="color: #003366">Strength if you wear plate. Agility if you wear mail or  leather. </span></li>
<li><span style="color: #003366">Existing Attack Power becomes Agility and Stamina.Armor  Penetration becomes Haste or Crit. </span></li>
<li><span style="color: #003366">No Intellect on melee gear. Hunters won’t need Intellect  since they will no longer use mana. Shaman and Retribution paladins will  get mana and spell damage in other ways.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a DPS caster, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">No Spirit. You won’t miss Spirit, though, because you won’t  need it for DPS or mana regen.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a healer, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">Spirit instead of MP5. You’ll probably be happy with  Spirit, though, because mana regen is going to matter more than it does  currently. Healing paladins and shaman will benefit more from Spirit  than they do currently.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a Balance druid or Elemental shaman:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">You will still share gear with Restoration druids and  shaman. </span></li>
<li><span style="color: #003366">Your gear will have Spirit on it. It won’t have Hit on it. </span></li>
<li><span style="color: #003366">You will have a talent that converts Spirit to Hit. We will  adjust talents accordingly so that you want about as much Spirit as,  say, a warlock wants Hit. </span></li>
<li><span style="color: #003366">Hit on rings and other such gear will still benefit you. </span></li>
<li><span style="color: #003366">Raid buffs will no longer boost Spirit, so you shouldn’t  find yourself unexpectedly over the Hit cap because of buffs.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>Many lower-level items with nonsensical combinations of stats, such  as Agility and Spirit, will be changed. We&#8217;re also updating quest  rewards, trade skills, and loot drops to support better itemization for  class builds that weren&#8217;t widely available or used prior to The Burning  Crusade (such as Balance druids).  <span style="color: #003366"> </span></p>
<p>We&#8217;re aware this is a lot of information to take in, but this is  still only a piece of the larger picture, and many of these changes rely  on integration with other systems we haven&#8217;t yet discussed in detail.  In the weeks and months ahead, we&#8217;ll continue to tell you more about  these changes, along with all of the new and exciting features we have  planned for Cataclysm.</p></div>
</div>
</div>
</div>
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		<title>Hey Tanks! The Development Team Wants You!</title>
		<link>http://www.wow-cataclysm.info/hey-tanks-the-development-team-wants-you</link>
		<comments>http://www.wow-cataclysm.info/hey-tanks-the-development-team-wants-you#comments</comments>
		<pubDate>Fri, 26 Mar 2010 01:18:19 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[Tanking]]></category>
		<category><![CDATA[Tanking Cooldowns]]></category>
		<category><![CDATA[Tanks]]></category>
		<category><![CDATA[Trinkets]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=208</guid>
		<description><![CDATA[In a recent blue post Blizzard Blues are asking YOU tanking Paladins, Death Knights, Druids, and Warriors about your tanking cooldowns! What kind of tanking trinkets do you choose? What makes them to you fun and exciting (not to mention beneficial).  Blue post below plus link if any tanks who follow this site want to [...]]]></description>
			<content:encoded><![CDATA[<p>In a recent blue post Blizzard Blues are asking YOU tanking Paladins, Death Knights, Druids, and Warriors about your tanking cooldowns! What kind of tanking trinkets do you choose? What makes them to you fun and exciting (not to mention beneficial).  Blue post below plus link if any tanks who follow this site want to chime in at the official site. In fact there are over 33 pages of input from other tanks already!  You can also chime in below if you wish to post your ideas/tanking trinket comments here on this site!</p>
<p>http://forums.worldofwarcraft.com/thread.html?topicId=23766991571&amp;sid=1</p>
<p><em><span style="color: #0000ff">We’re currently working on the tanking cooldowns for tanks in Cataclysm.  We’re interested in feedback from the community on what makes cooldowns  fun and useful. For example, what is the sweet spot in cooldown  duration between an ability with such a short cooldown that you must  mash it constantly versus an ability with such a long cooldown? Which  current abilities are fun? Putting aside any rose-colored glasses, were  there cooldowns in Burning Crusade or classic WoW that you miss in Lich  King? What, in your minds, should the role be for talents and glyphs.  For example, if glyphs shouldn’t reduce cooldowns, what can they do?</span></em></p>
<p><span style="color: #0000ff"><em>We’re  less interested for purposes of this specific discussion on class  balance. Let’s try to keep the “who is overpowered?” discussions out of  this thread. We want to focus on fun and useful with an eye towards the  future.</em></span></p>
<p><span style="color: #0000ff"><em>We intend to use this feedback to help make informed  decisions when designing Cataclysm talents and abilities, but this is no  guarantee that we will be implementing all suggestions or any  particular suggestions from this thread. This is merely one of many  tools that we plan to use for making the best possible decisions about  continuing development.</em></span></p>
<p><span style="color: #0000ff"><em>Thank you for your feedback.</em></span></p>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>Druid Wow Cataclysm Changes</title>
		<link>http://www.wow-cataclysm.info/druid-wow-cataclysm-changes</link>
		<comments>http://www.wow-cataclysm.info/druid-wow-cataclysm-changes#comments</comments>
		<pubDate>Mon, 24 Aug 2009 05:56:21 +0000</pubDate>
		<dc:creator>WoW Cataclysm</dc:creator>
				<category><![CDATA[Druid]]></category>
		<category><![CDATA[druid changes wow catalcysm]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=102</guid>
		<description><![CDATA[Druids have been on the receiving end of some very cool spells and abilities in the previous expansions. In WoW Cataclysm, Druid players will see more of the same as their class is a very unique one that allows developers more room for creativity.
The World of Warcraft Cataclysm Druid Changes below have not been 100% [...]]]></description>
			<content:encoded><![CDATA[<p>Druids have been on the receiving end of some very cool spells and abilities in the previous expansions. In WoW Cataclysm, Druid players will see more of the same as their class is a very unique one that allows developers more room for creativity.</p>
<p>The World of Warcraft Cataclysm Druid Changes below have not been 100% approved, so be wary of what might actually make it past beta:</p>
<ul>
<li>New Tree and  Moonkin forms are planned for Druids</li>
<li>Currently there is no plan to give Druids a legendary weapon in WoW Cataclysm, casters are next on the list</li>
<li>Troll  and Worgen Druids in WoW Cataclysm will get their own bear, cat, aquatic, and travel form.</li>
<li>Blizzard has considered and might in the future increase the speed of travel form to be inline with mounts</li>
<li>Worgen Druids will be able to transform into animals AND humans, definitely something that will wow AND confuse your friends for awhile.</li>
</ul>
<p>As you can see, so far nothing major has been announced for Druids in WoW Cataclysm, but fear not as in the days ahead and in Beta, Druids will see many new cool skills and abilities in WoW Cataclysm.</p>
]]></content:encoded>
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		<slash:comments>43</slash:comments>
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